A comp that trains one target to the ground relaying on making all of this class's dmg unsusable more or less is wrong. Turbo being the typicle example. From a lock pov i know the pain, u fake pummle (takes 3-5sec), u fake windsheer (takes 3-5sec), u take grounding with curruption (takes ~3sec, stop cast and all), u get stormbolted (3sec right?), then pummle is back and it starts all over.... the small window u have to cast is when everything is on cd except pummle and windsheer, during this time there healer (wich is more or less the only killable target) plays behinde a box and u cant catch up with him anyway, first row of dots u get on him with a soulswop gets dispelled. one row of dots on him every ~40sec wount do any dmg.
Now this might be a bit offtopic and messy to read but what im trying to say is that all classes should NOT have an interup. And those who do should not have 3-5 other things to stop casts with. Those who have alot of control should NOT have the same dmg as the others, and NOT as much healing as someone who does. Interupts and control should be there instead of high healing and high dmg. Thats why they changed fear ie. High over all pressure = less control.
And this is why you play 3v3, and you have 2 partners to help you get your casts off ;D (I do realise that some said classes have immunities, where they have a window to get some free-time)